Game crashes without an error screen when I use my Crab
Author
Message
Galahir950
Joined: Thu Oct 04, 2012 3:08 am Posts: 90
Game crashes without an error screen when I use my Crab
I made a mechanized crab that I have been having issues with for the past year. I finally got it so it will load the file without crashing, but when I try to select it in the Actor viewer or try to drop it in scenario, the game crashes without an error screen.
Code
Code:
AddActor = AtomGroup PresetName = CrabFootGroup AutoGenerate = 0 AddAtom = Atom Offset = Vector X = -3 Y = 2 Material = Material CopyOf = Rubber TrailLength = 0 AddAtom = Atom Offset = Vector X = -3 Y = 1 Material = Material CopyOf = Rubber TrailLength = 0 AddAtom = Atom Offset = Vector X = -3 Y = 0 Material = Material CopyOf = Rubber TrailLength = 0 AddAtom = Atom Offset = Vector X = -2 Y = 0 Material = Material CopyOf = Rubber TrailLength = 0 AddAtom = Atom Offset = Vector X = -1 Y = 0 Material = Material CopyOf = Rubber TrailLength = 0 AddAtom = Atom Material = Material CopyOf = Rubber TrailLength = 0 JointOffset = Vector X = -2 Y = 2
AddEffect = Leg PresetName = Big Tank leg FG A Mass = 14 Sharpness = 1 HitsMOs = 1 GetsHitByMOs = 1 SpriteFile = ContentFile FilePath = RDI.rte/Actors/Buggy/BigCrabLegFGA.bmp FrameCount = 4 SpriteOffset = Vector X = -14 Y = -7 AngularVel = 6 EntryWound = AEmitter CopyOf = Dent Metal ExitWound = AEmitter CopyOf = Leaking Machinery AtomGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Military Stuff Resolution = 4 Depth = 0 DeepCheck = 0 JointStrength = 1200 JointStiffness = 0.5 BreakWound = AEmitter CopyOf = Wound Bone Break JointOffset = Vector X = -4 Y = 12 DrawAfterParent = 0 ExtendedOffset = Vector X = 20 Y = -22 ContractedOffset = Vector X = 8 Y = 0 IdleOffset = Vector X = 12 Y = 12 MoveSpeed = 0.4 GibImpulseLimit = 10000 GibWoundLimit = 30 GibSound = Sound CopyOf = Metal Body Blunt Hit Large AddGib = Gib GibParticle = MOPixel CopyOf = Spark Yellow 1 Count = 25 Spread = 2.25 MaxVelocity = 20 MinVelocity = 8 AddGib = Gib GibParticle = MOPixel CopyOf = Spark Yellow 2 Count = 15 Spread = 2.25 MaxVelocity = 20 MinVelocity = 8 AddGib = Gib GibParticle = MOPixel CopyOf = Drop Oil Count = 20 Spread = 2.25 MaxVelocity = 2 MinVelocity = 2 AddGib = Gib GibParticle = MOSParticle CopyOf = Gib Metal Dark Tiny A Count = 1 Spread = 2.25 MaxVelocity = 5 MinVelocity = 5 AddGib = Gib GibParticle = MOSParticle CopyOf = Gib Metal Dark Micro A Count = 5 Spread = 2.25 MaxVelocity = 5 MinVelocity = 5 AddGib = Gib GibParticle = MOSParticle CopyOf = Gib Metal Dark Tiny A Count = 2 Spread = 2.25 MaxVelocity = 5 MinVelocity = 5 AddGib = Gib GibParticle = MOSParticle CopyOf = Gib Metal Dark Micro A Count = 8 Spread = 2.25 MaxVelocity = 5 MinVelocity = 5 AddGib = Gib GibParticle = MOSRotating CopyOf = Gib Joint Small E Count = 1 Spread = 2.25 MaxVelocity = 2 MinVelocity = 2 AddGib = Gib GibParticle = MOSRotating CopyOf = Gib Joint Small H Count = 1 Spread = 2.25 MaxVelocity = 2 MinVelocity = 2
AddEffect = Leg CopyOf = Big Tank leg FG A PresetName = Big Tank leg BG A SpriteFile = ContentFile FilePath = RDI.rte/Actors/Buggy/BigCrabLegBGA.bmp FrameCount = 4 IdleOffset = Vector X = 6 Y = 12
AddDevice = HDFirearm PresetName = RDI Tank MG Mass = 10 HitsMOs = 0 GetsHitByMOs = 1 SpriteFile = ContentFile FilePath = RDI.rte/Actors/Buggy/launcher2.bmp FrameCount = 1 SpriteOffset = Vector X = 50 Y = -11 EntryWound = AEmitter CopyOf = Dent Metal Light ExitWound = AEmitter CopyOf = Dent Metal Light Buyable = 0 AtomGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Military Stuff Resolution = 4 Depth = 0 DeepGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Military Stuff Resolution = 4 Depth = 10 DeepCheck = 1 JointStrength = 500 JointStiffness = 0.5 JointOffset = Vector X = -3 Y = 0 DrawAfterParent = 0 ParentOffset = Vector X = 0 Y = 0 StanceOffset = Vector X = 0 Y = 0 SharpStanceOffset = Vector X = 0 Y = 0 SupportOffset = Vector X = 0 Y = 0 SharpLength = 185 Magazine = Magazine PresetName = Magazine RDI Tank MG Mass = 2 HitsMOs = 0 GetsHitByMOs = 0 SpriteFile = ContentFile FilePath = Base.rte/Null.bmp FrameCount = 1 SpriteOffset = Vector X = -1 Y = 2 EntryWound = AEmitter CopyOf = Dent Metal Light ExitWound = AEmitter CopyOf = Dent Metal Light AtomGroup = AtomGroup PresetName = Atom Group Null AutoGenerate = 1 Material = Material CopyOf = Air Resolution = 0 Depth = 0 DeepGroup = AtomGroup PresetName = Atom Group Null AutoGenerate = 1 Material = Material CopyOf = Air Resolution = 0 Depth = 0 DeepCheck = 0 JointStrength = 200 JointStiffness = 1 JointOffset = Vector X = 0 Y = 0 DrawAfterParent = 0 RoundCount = 200 RTTRatio = 4 RegularRound = Round CopyOf = Round 7.62x39 TracerRound = Round CopyOf = Round 7.62x39 Tracer Discardable = 0 ParentOffset = Vector X = 0 Y = 0 Flash = Attachable CopyOf = Muzzle Flash SMG FireSound = Sound AddSample = ContentFile FilePath = RDI.rte/Actors/Soldier/MachineGunFire.wav EmptySound = Sound AddSample = ContentFile FilePath = Base.rte/Devices/EmptyClick3.wav ReloadStartSound = Sound AddSample = ContentFile FilePath = Base.rte/Devices/ReloadStart.wav ReloadEndSound = Sound AddSample = ContentFile FilePath = Base.rte/Devices/ReloadEnd.wav RateOfFire = 900 ReloadTime = 3000 FullAuto = 1 FireIgnoresThis = 1 ShakeRange = 20 SharpShakeRange = 2 NoSupportFactor = 1 ParticleSpreadRange = 1 ShellSpreadRange = 8 ShellAngVelRange = 2 DrawAfterParent = 0 MuzzleOffset = Vector X = 10 Y = 2 EjectionOffset = Vector X = -5 Y = 4 GibImpulseLimit = 2200 GibWoundLimit = 20 GibSound = Sound CopyOf = Metal Body Blunt Hit Large
AddDevice = HDFirearm PresetName = RDI Tank Gun Mass = 10 HitsMOs = 0 GetsHitByMOs = 1 SpriteFile = ContentFile FilePath = RDI.rte/Actors/Buggy/Launcher1.bmp FrameCount = 1 SpriteOffset = Vector X = 50 Y = -11 EntryWound = AEmitter CopyOf = Dent Metal Light ExitWound = AEmitter CopyOf = Dent Metal Light Buyable = 0 AtomGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Military Stuff Resolution = 4 Depth = 0 DeepGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Military Stuff Resolution = 4 Depth = 10 DeepCheck = 1 JointStrength = 500 JointStiffness = 0.5 JointOffset = Vector X = -3 Y = 0 DrawAfterParent = 0 ParentOffset = Vector X = 0 Y = 0 StanceOffset = Vector X = 0 Y = 0 SharpStanceOffset = Vector X = 0 Y = 0 SupportOffset = Vector X = 0 Y = 0 SharpLength = 400 Magazine = Magazine PresetName = Magazine RDI Tank Gun Mass = 2 HitsMOs = 0 GetsHitByMOs = 0 SpriteFile = ContentFile FilePath = Base.rte/Null.bmp FrameCount = 1 SpriteOffset = Vector X = -1 Y = 2 EntryWound = AEmitter CopyOf = Dent Metal Light ExitWound = AEmitter CopyOf = Dent Metal Light AtomGroup = AtomGroup PresetName = Atom Group Null AutoGenerate = 1 Material = Material CopyOf = Air Resolution = 0 Depth = 0 DeepGroup = AtomGroup PresetName = Atom Group Null AutoGenerate = 1 Material = Material CopyOf = Air Resolution = 0 Depth = 0 DeepCheck = 0 JointStrength = 200 JointStiffness = 1 JointOffset = Vector X = 0 Y = 0 DrawAfterParent = 0 RoundCount = 1 RTTRatio = 4 RegularRound = Round CopyOf = Round Tank Gun TracerRound = none Discardable = 0 ParentOffset = Vector X = 0 Y = 0 Flash = Attachable CopyOf = Muzzle Flash Shotgun FireSound = Sound AddSample = ContentFile FilePath = RDI.rte/Actors/Buggy/RevolverCannonFire.wav EmptySound = Sound AddSample = ContentFile FilePath = Base.rte/Devices/EmptyClick3.wav ReloadStartSound = Sound AddSample = ContentFile FilePath = Base.rte/Devices/ReloadStart.wav ReloadEndSound = Sound AddSample = ContentFile FilePath = Base.rte/Devices/ReloadEnd.wav RateOfFire = 30 ReloadTime = 2000 FullAuto = 1 FireIgnoresThis = 1 ShakeRange = 20 SharpShakeRange = 2 NoSupportFactor = 1 ParticleSpreadRange = 1 ShellSpreadRange = 8 ShellAngVelRange = 2 DrawAfterParent = 0 MuzzleOffset = Vector X = 10 Y = 2 EjectionOffset = Vector X = -5 Y = 4 GibImpulseLimit = 2200 GibWoundLimit = 20 GibSound = Sound CopyOf = Metal Body Blunt Hit Large
AddActor = Turret PresetName = Tank Gun Mass = 1 HitsMOs = 1 GetsHitByMOs = 1 SpriteFile = ContentFile FilePath = RDI.rte/Actors/Buggy/TurretSmallA.bmp FrameCount = 1 SpriteOffset = Vector X = -7 Y = -7 EntryWound = AEmitter CopyOf = Dent Metal Light ExitWound = AEmitter CopyOf = Dent Metal Light AtomGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Military Stuff Resolution = 4 Depth = 0 DeepCheck = 0 AtomGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Military stuff Resolution = 4 Depth = 4 DeepCheck = 0 JointStrength = 5000 JointStiffness = 0.5 BreakWound = AEmitter CopyOf = Leaking Machinery JointOffset = Vector X = 0 Y = 0 DrawAfterParent = 1 MountedMO = HDFirearm CopyOf = RDI Tank Gun ParentOffset = Vector X = -4 Y = 1 MountedMO = HDFirearm CopyOf = RDI Tank MG ParentOffset = Vector X = -4 Y = 1 GibImpulseLimit = 12000 GibWoundLimit = 16
AddActor = ACrab PresetName = RDI Tank Mass = 320 AddToGroup = Actors AddToGroup = Raptor Defense Industries HitsMOs = 1 GetsHitByMOs = 1 SpriteFile = ContentFile FilePath = RDI.rte/Actors/Buggy/BigCrabBodyA.bmp FrameCount = 1 SpriteOffset = Vector X = -18 Y = -16 EntryWound = AEmitter CopyOf = Dent Metal ExitWound = AEmitter CopyOf = Leaking Machinery AtomGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Military Stuff Resolution = 4 Depth = 0 DeepCheck = 0 BodyHitSound = Sound CopyOf = Metal Body Blunt Hit Large PainSound = Sound CopyOf = Metal Body Blunt Hit Large DeathSound = Sound CopyOf = Metal Body Blunt Hit Large GoldCost = 400 Buyable = 1 Status = 0 Health = 100 ImpulseDamageThreshold = 10000 Turret = Turret CopyOf = Tank Gun ParentOffset = Vector X = 16 Y = 4 LFGLeg = Leg CopyOf = Tank leg FG A ParentOffset = Vector X = -7 Y = 1 LBGLeg = Leg CopyOf = Tank leg BG A ParentOffset = Vector X = -7 Y = 1 RFGLeg = Leg CopyOf = Tank leg FG A ParentOffset = Vector X = 7 Y = 1 RBGLeg = Leg CopyOf = Tank leg BG A ParentOffset = Vector X = 7 Y = 1 LFootGroup = AtomGroup CopyOf = CrabFootGroup RFootGroup = AtomGroup CopyOf = CrabFootGroup LStandLimbPath = LimbPath PresetName = Big Crab Stand Path Left StartOffset = Vector X = -12 Y = 12 StartSegCount = 0 SlowTravelSpeed = 0.1 NormalTravelSpeed = 0.25 FastTravelSpeed = 1.5 PushForce = 1500 LWalkLimbPath = LimbPath PresetName = Big Crab Walk Path Left StartOffset = Vector X = -28 Y = -24 StartSegCount = 4 AddSegment = Vector X = 20 Y = 0 AddSegment = Vector X = 10 Y = 16 AddSegment = Vector X = 0 Y = 6 AddSegment = Vector X = 0 Y = 6 AddSegment = Vector X = 0 Y = 6 AddSegment = Vector X = -4 Y = 4 AddSegment = Vector X = -30 Y = 0 SlowTravelSpeed = 5 NormalTravelSpeed = 7 FastTravelSpeed = 9 PushForce = 9000 LDislodgeLimbPath = LimbPath PresetName = Big Crab Dislodge Path Left StartOffset = Vector X = -2 Y = -20 StartSegCount = 0 AddSegment = Vector X = 0 Y = 12 SlowTravelSpeed = 1.5 NormalTravelSpeed = 2.5 FastTravelSpeed = 4.5 PushForce = 12000 RStandLimbPath = LimbPath CopyOf = Big Crab Stand Path Left PresetName = Big Crab Stand Path Right StartOffset = Vector X = 16 Y = 12 RWalkLimbPath = LimbPath CopyOf = Big Crab Walk Path Left PresetName = Big Crab Walk Path Right StartOffset = Vector X = 0 Y = -24 StartSegCount = 3 RDislodgeLimbPath = LimbPath CopyOf = Big Crab Dislodge Path Left PresetName = Big Crab Dislodge Path Right StartOffset = Vector X = 4 Y = -20
CharHeight = 50 Perceptiveness = 0.9 GibSound = Sound CopyOf = Metal Body Blunt Hit GibImpulseLimit = 1500 GibWoundLimit = 50
Sun Apr 27, 2014 3:50 am
haloman
Joined: Mon Jun 24, 2013 5:08 am Posts: 430 Location: Reconstructing W.A.S Forces,
Re: Game crashes without an error screen when I use my Crab
yea that happened to me two with another mod but I forgot check your sprites but I might be wrong
Sun Apr 27, 2014 7:02 am
Galahir950
Joined: Thu Oct 04, 2012 3:08 am Posts: 90
Re: Game crashes without an error screen when I use my Crab
I already did, but I will check again.
Edit: No dice
Sun Apr 27, 2014 7:21 am
Major
Joined: Sun May 30, 2010 5:30 am Posts: 853 Location: Auckland, NZ
Re: Game crashes without an error screen when I use my Crab
You have attached two guns to the turret, that might be it.
Sun Apr 27, 2014 7:43 am
Galahir950
Joined: Thu Oct 04, 2012 3:08 am Posts: 90
Re: Game crashes without an error screen when I use my Crab
That isn't it either.
Sun Apr 27, 2014 7:58 am
Major
Joined: Sun May 30, 2010 5:30 am Posts: 853 Location: Auckland, NZ
Re: Game crashes without an error screen when I use my Crab
You've attached the wrong legs. Tank Leg instead of Big Tank Leg.
Sun Apr 27, 2014 8:24 am
Galahir950
Joined: Thu Oct 04, 2012 3:08 am Posts: 90
Re: Game crashes without an error screen when I use my Crab
That was it...
Is there any way to allow a turret to switch between weapons?
Sun Apr 27, 2014 8:50 am
Major
Joined: Sun May 30, 2010 5:30 am Posts: 853 Location: Auckland, NZ
Re: Game crashes without an error screen when I use my Crab
Not that I'm aware of, I think its just hardcoded for one gun, like the number of legs an actor can have.
Sun Apr 27, 2014 9:12 am
4zK
Joined: Mon Oct 11, 2010 1:15 pm Posts: 594 Location: Finlandia
Re: Game crashes without an error screen when I use my Crab
Maybe the new inventory system could allow crabs to switch weapons through lua, provided that they "have" two or more?
Sun Apr 27, 2014 9:30 am
Arcalane
Joined: Sun Jan 28, 2007 10:32 pm Posts: 1609 Location: UK
Re: Game crashes without an error screen when I use my Crab
The weapon could be largely LUA-scripted with multiple firemodes switched by key/pie, the turret/body could have some sort of extra key-triggered attack... there are quite a few possibilities, certainly. I'm not sure crabs can have an inventory like AHumans though.
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